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The TargetType will be updated to include Doors if Placeables are included (primarily damage dealing spells). Removing Placeables and Doors from spells may be problematic if used by scripts (Eg "Cast cure light wounds on this alter!" or "cast neutralise poison on this body placeable!") but we'll deal with if needed I guess later.

Spells (Type: 1)

Abjuration

Need to assess some other general changes (or make these options at least):

  • Spells don't scale well past a limited amount of increased damage usually. Ice Storm for instance stands out as it scales past level 20 and suddenly is worth taking.
    • Need to think how best to do this - for now we'll cap Ice Storm so it's similar to other spells and think about it.
  • Review additional counterspells on some newer spells which don't seem to have any but should do

Spells (Type: 1)

Abjuration

SpellChange MadeNotes

Aura versus Alignment

Updated description: No spell resistance, damage is done to any alignment.

Updated to remove Empower and Maximize since the random damage cannot be affected.

This and any subspells the targeting corrected to be single target Helps allies only.


Banishment

Needs script fixes - should fire at target point not on self


Clarity

Spell School: Moved to Abjuration from Necromancy

Counterspell: Added Charm Person

Moved to same spell
SpellChange MadeNotes

Aura versus Alignment

Updated description: No spell resistance, damage is done to any alignment.

Updated to remove Empower and Maximize since the random damage cannot be affected.

This and any subspells the targeting corrected to be single target Helps allies only.

Banishment

Needs script fixes - should fire at target point not on self

Clarity

Spell School: Moved to Abjuration from Necromancy

Counterspell: Added Charm Person

Moved to same spell school as Lesser Mind Blank and Mind Blank and to match the spell description.
Dismissal

Needs script fixes - should fire at target point not on self

Counterspell: Added Gate


Dispel MagicUpdated description: No spell resistance and Large radius
Endure ElementsUpdated description: Innate Level: 1
Freedom of MovementCounterspell: Added Web
Globe of Invulnerability

Glyph of WardingNeeds script fixes - the DC is set to 14 due to the placeable usage. Probably should be just a usual AOE?
Greater DispellingUpdated description: No spell resistance and Large radius
Greater Spell BreachCounterspell: added Globe of Invulnerability, Greater Spell MantleMentioned in the spell description but not implemented
Greater Spell MantleCounterspell: added Greater Spell BreachMentioned in the spell description but not implemented
Mordenkainen's DisjunctionUpdated description: Large radius
ResistanceInnate level set to 0Incorrectly was set to 1
Lesser Dispel

Description updated: Include Verbal, no spell resistance, and large radius

Innate level in description updated to 2

Metamagic: Quicken added

All other dispel spells include Verbal, and NWN2 was updated to be the same. Makes sense!
Lesser Mind Blank

Counterspell: Add confusion

Description: clarified effects removed


Lesser Spell Mantle

Counterspell: Lesser Spell Breach, Lesser Spell Mantle


Mind Blank

Counterspell: Added Mass Charm

Removed Hostile flag

Script needs fixing to remove more mind effects really - it's a level 8 spell! Should also make the list explicit.
Protection from Elements

Description: Innate level 3


Remove Fear

Removed Hostile flag


Spell Mantle

Counterspell: added Lesser Spell Breach and Greater Spell Breach

Mentioned in the spell description but not implemented, added both since obviously just "Breach" is a lower powered version anyway

Wounding Whispers

Metamagic: Remove Empower, Maximize

Mistakenly given Empower and Mazimize, even though no spell effects can use it

Note: Need to fix spell script so the damage shield is actually using randomised values each hit

...

SpellChange MadeNotes

Acid Fog

Scripts can be updated to remove the fortitude check every round, just deal damage instead.

The SRD has 1 round/level instead of 1 round/2 levels. Might have been done to limit AOE spam. Will possibly revise to increase the duration since it is incredibly low (thus very low damage) especially since the SRD version adds all kinds of negatives just for moving through it (penalties to seeing, attack rolls etc.)

Acid Splash

Updated to be 1d4 +1 points of damage similar to Ray of Frost.

Could add a toggle to have touch attacks for cantrips but probably not necessary.

Bombardment

Script: Needs updating with these changes that the description got:

1d8 damage per caster level up to 20d8 (instead of 10d8). Damage is simple bludgeoning.

Reflex save failure means you are knocked down for 2 rounds (12 seconds)

Affects all objects in a large area (creatures, placeables and doors) (roughly 15 feet radius, so ~5 meters is fine).

Also: could use a new VFX. Just reuses meteor swarm. Can update it to be more rocky instead with a different sound effect perhaps.



Source from Players Guide to Fearun, plus some inspiration from NWN2: https://nwn2.fandom.com/wiki/Bombardment

Conjuration (Creation)
Level: Druid 8,
Components: V, S, AF,
Casting Time: 1 standard action
Range: Long (400 ft. + 40 ft./level)
Area: 15-ft.-radius burst
Duration: Instantaneous
Saving Throw: Reflex half; see text
Spell Resistance: Yes

You cause a rain of rocks to fall from the sky, burying your opponents.
You designate the spot on which the burst is centered.
Each creature in the area that fails a Reflex saving throw takes 1d8 points of damage per caster level (maximum 20d8) and is buried under rubble (see Avalanches, page 90 of the Dungeon Master's Guide).
A successful save halves the damage and avoids burial.
Buried subjects are subject to suffocation (see page 304 of the Dungeon Master's Guide) until they climb out from under the rocks (a full-round action).
Focus: A quartz crystal embedded in rock.

Cloudkill

Script fixes as per fandom wiki

May do further updates eg making it really Poison damage so it's not blocked by Endure Elements etc.

Basically a better version of Acid Fog since it's doing Poison damage and 1d10 per round. Could add a fortitude save to negate the damage.

Cloud of Bewilderment

Spell School Evocation → Conjuration

Updated description: affects any creatures in the area if not immune to poison

Moved from Evocation - isn't even a damage dealing AOE. Makes a lot more sense under Conjuration.

Creeping Doom

Various description updates.

Script changes needed to improve the way things are done; no SR, all damage dealt is counted, probably do an OnEnter damage then they'll next be damaged a minimum of 5 seconds after (use a timer).


Cure Minor Wounds

Cure Light Wounds

Cure Moderate Wounds

Cure Serious Wounds

Cure Critical Wounds

Script: remove affecting Constructs, updated description.

Will save versus the damage for Undead.

D&D says living creatures only (ie not constructs or undead, but undead are damaged); "When laying the character's hand upon a living creature, the character channels positive energy that cures 1d8 points of damage +1 point per caster level (up to +5)."

Also the will save is...not included in NWN for some reason. Clerics can use these against undead - like Inflict Wounds on non-undead - but they're even more of a powerhouse with them!

Note: We might need to add duplicates of these to allow Druids to cast Summon Nature's Ally spontaneously but to not cast these spontaneously. They'll be duplicates and fire off the same spell IDs.

Elemental Swarm

Counterspell: Dismissal added


Evard's Black Tentacles

Description updated: as if a +2 magical weapon

Script changes: indiscriminate attacks, need to limit the amount of grapple checks per creature.

https://www.dandwiki.com/wiki/3e_SRD:Black_Tentacles has notes on the tentacles being things that can be attacked.

This means we could balance this a little by having failed grapple attacks remove the tentacle or similar? Or have AOE damaging spells kill the AOE? (like Fireball).

For now make it indiscriminate and have it limit the number of tentacles to half the total amount per creature.

Flame Arrow

Description: clarify only one SR check is made. Add ability to add fire damage to projectiles. Added touch attack to hit for each arrow.

Still only one SR check at a time (they're either immune at that instance or not).

Script: Add the fire damage to projectiles if cast on inventory item.

May add subspells for the AOE and ammunition options.

https://www.dandwiki.com/wiki/3e_SRD:Flame_Arrow

Do we want to have an option to spread the damage among multiple creatures? Ala Issacs Missile Storm?

If not it might be good to limit the amount of arrows, although touch attacks help limit damage a little.

The ammo damage is similar The ammo damage is similar to the SRD, but with a time limit more than 1 round (1 round/level) so it scales nicely enough if people don't have magic arrows later. Must be cast on item in inventory since the Medium range means you could cast it at far away unintended distances otherwise (or it fails and you have to tell them "move closer" even when it doesn't automatically).

  • We could put a subspell for this option be touch range, allow ally targeting and auto-choose ammunition to improve.
  • Subspell could add in the AOE version as well!

Gate

Summon: Probably have the summon UTC template be in the Hostile faction. Then if RemoveSummonedAssociate is ran on it, it'll properly attack the PC. It's currently in the Commoner faction and while it does target the PC with a specific SetIsTemporaryEnemy this means the commoner faction tends to not like you still if you attack them back.

Hostile would allow guards/other party members to attack them but that might happen anyway (eg Balor casting Fireball) and additionally you can add something special to the AI scripts to have the Balor only target the caster and if they can't use spells or other ranged attacks. If they can't get to them at all, just unsummon.

Could also add additional summon options (it is a level 9 spell after all!) using subspells. EG:

  • Balor (as it is now)
  • Hezrou (would need a buff)
  • Pit Fiend
  • Orcus (maybe too powerful!)

Grease

Script needs updating.

Spell Resistance check only on enter, applies the 50% movement speed penalty through a more complex EffectRunScript that applies 50% only even if overlapping areas.

Added Counterspell: Freedom of Movement

Tricky level 1 spell to "solve", the D&D version is a very tiny area and a low duration (1 round/level). NWN has a bit of a longer starting duration and tails off as caster levels increase which seems fair.

Mainly the spell has unlimited reflex saves with no spell resistance for knockdown (which in NWN stops all actions).

I think it's not awful as-is.

Greater Magic Fang

See Magic Fang


Greater Planar Binding

Summon duration increased to 1 hour/level. The summons are not that powerful for a level 8 spell and it matches the lower ones.

Alternative is we can lower the duration of all the Planar Binding spells, but the SRD is basically "forever". 1 hour/level makes more sense.

The summons need some improvements quite likely, and some more variety added, maybe with a selection available.

Heal

Clears more effects from 3.5E version, and caps healing/damage to 150.



Like Harm the cap helps stop them demolishing enemies (in this case undead) and it'll affect Mass Heal as well.

Healing Circle


This will be replaced by the Cure XXX Wounds, Mass spells for more variety.

Lesser Planar Binding

Summon duration stated as 1 hour/level.

The summons need some improvements quite likely, and some more variety added, maybe with a selection available.

Lesser Restoration

Added Counterspell: Ghoul Touch

Description: also removes damage immunity and skills.

May just leave it as basically removing the effects of diseases and poisons (the ability scores) since meh.

Mage Armor

+4 Bonus to Armor AC instead of 4 +1 bonuses.

Matches the Epic version. Might do an intermediate +8 version.

Magic Fang

This is changed to affect creature weapons, given the D&D spell is like this. This extends its use to many summons / allied animals / polymorphed creatures.

It'll be applied as a temporary item property on the creature weapons and an EffectRunScript on the targeted creature that if dispelled will remove the creature items effects.

Makes this and Greater version a lot more useful.

Mass Heal

Change as per heal (cap on healing / damage, and saving throw vs. damage)


Melf's Acid Arrow

Added Extend metamagic.

Description updated with new 2d4 damage and 18 caster level limit. Touch attack to hit. However you can apply more than one at once.

Scripting: Can use EffectRunScript.

A magical arrow of acid springs from your hand and speeds to its target. You must succeed at a ranged touch attack to hit your target. The arrow deals 2d4 points of acid damage. There is no splash damage. For every three caster levels (maximum 18), the acid, unless somehow neutralized, lasts for another round, dealing another 2d4 points of damage for that round. At 3rd–5th level, the acid lasts for 2 rounds; at 6th–8th level, the acid lasts for 3 rounds; and so on, to a maximum of 7 rounds at 18th level.

Mestil's Acid Sheath

Made it 1d6 + 1 / caster level acid damage, plus added 50% Acid resistance.

+2/caster level made a ridiculous amount of damage. +1 and some Acid resistance makes more sense and comparable to Elemental Shield.

Also could cap the damage as per spell level (eg Death Armor is +5, Wounding Whispers +10, Elemental Shield +15 and Acid Sheath +20) but not done that yet, since it scales better into Epic.

We should remove all Damage Shield effect when a new one is applied.

Monsterous Regeneration

AI category fix (self → single)


Neutralize Poison

Updated description to add that ability score reductions are also removed.

We might be able to remove just poison based ones at some point.

Scripting: Don't remove diseases, there is Remove Disease for a reason!


Planar Ally

Updated description with what is summoned.

This is a silly spell, it's Planar Binding but for Clerics. Ultimate expansion padding spell.

As other Planar Binding spells mainly need to review summons.

Planar Binding


As other Planar Binding spells mainly need to review summons.

Prayer

Scripting: improve so enemies are selectively chosen.

Counterspell: Bestow Curse


RegenerateAI category fix (self → single)
Remove DiseaseCounterspell: Contagion
Remove Paralysis

Counterspell: Hold Person

Updated description and will update script to remove Paralysis and Slow effects. Paralysis on multiple people is meant to be additional saves made.

If we change Paralysis to be a save every round we'll update this a bit.


Restoration

Restoration - Other

Added skills and paralysis to the description.

The Restoration line of spells need a once over. If it isn't going to remove diseases or poisons the ability damage those inflicted also might not be removed (maybe...)

Stonehold

Update script so the saving throw is correct (vs. Paralysis not Mind Spells).


Storm of Vengeance

Updated description to match effects.

Script: also need to increase duration slightly (by 3 or so seconds) so it can apply the last bit of damage (might need to do this for other spells too).


Summon Creature I - IX

We could rename this (D&D calls it Summon Monster) but it's still different to Summon Natures Ally which we'll be adding for Druids.

There are some options here:

  • Allow one summon as it currently is with the longer duration (maybe 1 hour/level instead of 24 hours?)
  • Allow multiple summons but lower the duration to the PnP 1 round/level

Also we might:

  • Add options for different summoned creatures (radial spells)
Review creature templates as well

Vine Mine

  • Entangle
  • Hamper Movement
  • Camouflage

All made conjuration spell school as parent

All made level 5

Might want some buffs since these are not...great spells. Some bug fixes in the script too.

Web

Counterspell: Freedom

Updated description to cover the movement speed decrease

Scripting: Need to make the movement speed decrease more reliable with better noting of overlapping AOEs (only apply once!).


...

SpellChange MadeNotes
Aura of Hellfire

Persistent AOE AI category

This is a rare creature only spell not tied to a spellbook so needs to stay as a "Spell" to have creatures assigned it with a caster level work correctly.
Ball Lightning

Updated description with AOE size. Clarified how damage is done.

Hostile flag enabled.

Copied description from Firebrand.
Bigby's Clenched Fist

Updated description with how the attack roll is made.

We might want to make the damage type "magical" since the D&D spell is like that. The damage is a "nice extra" on this spell.

Bigby's Crushing Hand

Updated description with how the attack roll and grapple check is made.

Script: can make the paralysis bypass immunities to always apply.

This is  an odd one - really the spell is made up of interposing, forceful and grasping/clenched. Bioware made this more a one-time hit with a very powerful stopping power but after 2 checks.

Bigby's Forceful Hand

Updated description with how the bull rush check is made.

Tempting since this one is actually usually more powerful than Clenched and Crushing to make the duration much shorter like 1 round / 2 caster levels or similar.

Bigby's Grasping Hand

Updated description with how the attack roll and grapple check is made.

Script: can make the paralysis bypass immunities to always apply.

Basically a slightly weaker Crushing hand.

Bigby's Interposing Hand


Might want to make this attack penalty only dispellable not removable by the Restoration line of spells, since itself isn't an "effect" as such, and makes the spell more usable in fights.

Blade Barrier

Updated description to state slashing damage.

Script: make it so when you enter it delays the next damage application (so you can't walk in and out quickly to get lots of damage)

We need to probably have AOEs not overlap. Can be very abusable. Or just have the timer so only one heartbeat will apply damage (timer set to 5.5 seconds or something).

Call Lightning

Hostile flag enabled.

No changes but do we want to make this essentially outdoor only? Would be thematic, and Druids shouldn't be utter powerhouses, but the game has probably a lot of mistagged areas. But might allow a bit more game system interaction along with allowing the Call Lightning Storm option.

Chain Lightning

Script: Optimise loop

Hostile flag enabled.


Combust

Updated description with damage and duration info.

Script: can move to EffectRunScript

Hostile flag enabled.

Keeping the top duration of 10 + caster level so it will eventually end.
Cone of Cold

Script: Make sure AOE can't affect self.


Darkfire

Description and script: Make it only affect weapons, not creature weapons. Note it is not affected by critical hits.


Darkness

Hostile flag added

Counterspell: Added Light

Spell script will need fixes for Spell Resistance checks. Checks "Immunity" only. Mmm. Just make it a normal ResistSpell check tbh. Game already bugs out with this quite a bit.
Delayed Blast Fireball

Subspells: Added 5 subspells for the delay until blast explosion is forced.

Script: Make it so only true enemies trigger it, or it explodes when it ends (on the last heartbeat) with a rounds + 2 seconds.

Updated targeting: does affect allies and made it 6.67 as in the area affected.

Subspells for the up to 5 rounds means the player can delay things properly. The AI choosing 1 round by default is fine.

DirgeSet to 0 range (personal anyway), and not hostile. Also removed spell projectile.Personal spell so some copy/paste mistake.
Divine Favour

AI category: Self enchantment.

Removed hostile flag.

Description: Updated to be up to +6 bonus.

Script: Update so the damage bonus is weapon damage, not magical damage.


Divine Power

Script: Egad where to begin?  Test EffectModifyAttacks is a bit broken, so perhaps use SetBaseAttackBonus with an EffectRunScript to remove it.

HP can also be tied to the spell with EffectRunScript and being supernatural.


Earthquake

Description and script: Update to be 10d6 flat damage, and if you fail the reflex save you are knocked down for 3 full rounds.

Range updated to 0 since personal/self only spell.

Hostile flag enabled.

The spell exists in the PHB but it's got some distinctly bigger effects - including if you fall in a fissure they close and the creature just...outright dies. Ouch.

The current spell isn't great since 10d6 damage is already reached when you get level 8 or 9 spells, and even though Clerics and Druids are not meant to be doing significant huge damage with spells, doing simply up to 60 basic bludgeoning damage - even in a large area - isn't really good. Meteor Swarm as a comparison does 20d6 fire damage - a much more useful damage type - and even has a small area it doesn't affect nearby for allies to stand in.

Obviously this doesn't have Spell Resistance checks as a bonus but that's hardly a killer feature in most cases.

The obvious route is to add additional penalties for failing the safe, vis-a-vis knockdown. This helps allies, and yourself, to attack those knocked down.

Electric Jolt

Increase damage to 1d4 + 1 from 1d3.

Hostile flag enabled.


Elemental Shield

Script changes: Remove all other damage shield effects.


Fire Storm

Script fixes: Cap damage to 20d6 similar to other spells, and fix the saving throw where it does 2 separate reflex saves (sigh!) to work out the damage done. It would be better to have just one save vs. Fire or better of Fire or Divine.


Might decide later to remove the "enemies only" part. Make it similar somewhat to Meteor Swarm in that way, with affecting everyone but not affecting the caster.

Fireball



Firebrand

Description updated with correct AOE size.

Hostile flag enabled.


Flame Lash

Hostile flag enabled.


Flame Strike

Description and script update: Divine damage can affect allies too. Can redo the script to apply one saving throw ala Fire Storm against fire, but half the damage to deal and deal that in divine. Really two saving throws is weird.

Hostile flag enabled.

Not sure why Bioware made the divine damage not affect allies. Removing this makes the cleric be a little more careful in where it hits.

Flame Weapon

Description and script: Make it only affect weapons, not creature weapons. Note it is not affected by critical hits.


Gedlee's Electric Loop

Hostile flag enabled.


Great Thunderclap

Clarified knockdown is for 1 round.

Removed "Ignores self" from targeting.

Could well be better but I guess 3 different saves for some relatively good effects is interesting. Should 100% affect the caster if it doesn't already.

Gust of Wind

Might put a specific list of spells covered but for now leaving as-is.


Hammer of the Gods

Description and script: All creatures in the area are affected, daze duration cannot be affected by metamagic (due to it being to do with durations, and cannot be extended since it's "instant")

This could be split into 4 different spells affecting different alignments (chaos hammer, holy smite, order's wrath, unholy blight) but not sure it's worthwhile. Everyone would just use the vs. evil one and they'd be good/neutral and ignore the damage.

Was originally stagger (take partial actions) in the original. Could do this by having, say, a penalty to the number of attacks and have them slowed (so no haste + less movement/walking only).

LightCounterspell: Added DarknessWas missing but is in description
Sound Burst

Metamagic: add Empower (had Maximise already)

Not adding Extend since the spell effect is "Instant" not "Temporary" which is just how D&D is sometimes. It'd also make the spell quite powerful for a level 2 AOE stun spell.

May need description adjustments so the stun doesn't affect deaf/unable to hear people.

Shelgarn's Persistent Blade

Metamagic: remove Empower, add Extend

(take partial actions) in the original. Could do this by having, say, a penalty to the number of attacks and have them slowed (so no haste + less movement/walking only).

Holy Sword

Minor description updates clarifying what is affected (a single melee weapon).

Script: Should remove previous castings before the new one is applied (ie remove the temporary item property, then add the new one, since we can't alter the duration).

TBH keeping the effect as-is is fine. Notably some weird bug listed on the fandom wiki.

Horizikaul's Boom

Clarified the deafness cannot be subject to metamagic.


Ice Dagger

Description and script: Extend damage to 20d4 max.

Extended damage range up to level 20 makes this spell more viable then a simple throwaway.

Ice Storm

Description and script: Limited to CL 20 for damage (well level 18 which is 8d6 cold + 3d6 bludgeoning, with no save!).

Hostile flag added.

The 3E version just does a non-saveable 3d6 impact + 2d6 cold. Bioware made this one scale, actually entirely into epic levels, without having a save still.

For now we're capping it at level 20 for damage see about revision of many spells if we extend to epic levels.

Implosion

Scripting: Remove +3 to DC. Save or Die is already powerful enough. Also remove "not affecting self" since why would it not affect yourself?

Description and scripting: Add in gaseous/incorporeal check.

The AOE is low enough but may make it limited in number of targets affected as per original SRD version. Clerics shouldn't be killing stuff super easily.

Doesn't count as Death Magic too, hmm.

Incendiary Cloud


No changes but noting the original does provide concealment/blindness. Not sure we want to add that.

Invisibility Purge

Amended description slightly.

Also needs a heartbeat script adding so new invisibility effects can be removed.

Counterspell: Invisibility


Isaac's Greater Missile Storm

Isaac's Lesser Missile Storm

Description and script: Up to 5 missiles per creature at most.

The "kill anything not immune to magic damage" spell. No save, damage type you shouldn't be able to resist, and 1d6 or 2d6 damage.

Like other Ball spells (Firebrand etc.) we need to limit the amount of missiles per-person.

5 seems sensible - this is still 5d6 or 10d6 magical damage, and for Greater, for instance, you'd need 3 or less creatures for it to not throw out the most damage possible, at 4 or more you get the full damage.

Would be good to add some counterspells.

LightCounterspell: Added DarknessWas missing but is in description
Lightning BoltHostile flag added. Targeting: Cannot hit self.
Magic Missile
Maybe add Shield as a counterspell?
Meteor Swarm

Description: clarified fire damage.

Hostile flag added.


Prismatic Spray

Clarified description with saving throws needed etc. and how the 2nd effect is done.

Targeting: Ignores self


Scintillating Sphere
The Electric Fireball except it has a 20M not 40M range. Leaving for now.
Searing Light

Clarified damage type.

Script: Need to make undead damage 1d8 based.


Shelgarn's Persistent Blade

Metamagic: remove Empower, add Extend

Description: Clarified the attack bonus.


Sound Burst

Metamagic: add Empower (had Maximise already)

Not adding Extend since the spell effect is "Instant" not "Temporary" which is just how D&D is sometimes. It'd also make the spell quite powerful for a level 2 AOE stun spell.

May need description adjustments so the stun doesn't affect deaf/unable to hear people.

Sunbeam

Metamagic: add Empower (had Maximise already)

Made to be Druid 7 (and Innate 7) only.

Hostile flag enabled.

Counterspell: Create Greater Undead.

Description and script: Made indiscriminate.

Druids get this AND sunburst haha.

Really this would be better redone (the original spell did actual beams) but needs a new VFX I think for that. Maybe make it similar to Lightning Bolt so it's got a longer but narrower AOE.

However removing Cleric makes sense, and reverting to the original druid level 7 since why would they ever cast this otherwise?

Sunburst

Description: Colossal area affected, and clarified it is all creatures affected.

Script: Need to make it standard hostile. No reason this shouldn't affect everyone caught in the area.

This is a better version of Sunbeam essentially, especially due to the clearer AOE in the SRD, but still can be indiscriminate.

Wall of Fire

Like other AOEs if you enter you should not take damage until 5.5 seconds later.


Word of Faith

Component: Somatic

Fixed visual targeting (discriminate, only affects allies)

Again like some other spells this could be split into 4 variants (affecting particular alignments) but meh.

To balance slightly the SRD version of effects might be used:

Deafened: The creature is struck deaf (see blindness/deafness) for 1d4 rounds.

Stunned: The creature is stunned for 1 round. A stunned creature can't act and loses any Dexterity bonus to AC. Attackers gain +2 bonuses to attack it.

Confused: The creature is confused, as by the confusion spell, for 1d10 minutes. This is a mind-affecting enchantment.

Killed: Living creatures die. Undead creatures are destroyed.

Sunbeam

Metamagic: add Empower (had Maximise already)

Hostile flag enabled.

Missing metamagic.

Word of Faith

Added Somatic component which appeared to be missing

Fixed visual targeting (discriminate, only affects allies)

Illusion

SpellChange MadeNotes
Ethereal VisageComponent added: SomaticWas missing Somatic but was in description and fits other similar spells

...

Several things moved to this. It stops them being in the Toolset which clears up that list massively. Give them the feat if they need it! Might need to search modules where these were used on creature blueprints.

NameSubtypeChange MadeNotes
Blinding SpeedGeneral

Remove Concentration

Remove hostile flag

Fix AI Category (Self Enchantment)

Type changed to Feat

Spell School changed to General

No idea why it has Concentration or the Hostile flag. Might not affect it but better left as this.
Death Domain, Negative Plane AvatarDomain

Changed to Feat category and General spell school

AI Category changed to Summon (although probably needs feat version changed too)

Removes it from the creature abilities list in the toolset, but that's not a bad thing (should have the feat instead)

Deathless Master Touch

Class

Remove Verbal component

Type changed to Feat

Spell School changed to General


Divine MightGeneralRange changed to PersonalAs per feat (only affects self)
Divine ShieldGeneralRange changed to PersonalAs per feat (only affects self)
Dragon Breath (Red Dragon Disciple)Class

Range changed from Touch to Close (8M)

Changed to Feat category and General spell school

Removed unneeded metamagic

Better range because 10M cone and the AOE display helps target for players
Imbue ArrowClass

Type changed to Feat from Creature Power

Target creatures, doors, placeables and ground (fireball arrow after all)

Removed Verbal component left Somatic

Spell School changed to General

AI category changed to Harmful AOE (indiscriminate)

Script changes would benefit the fireball effect being, well, a fireball that can damage allies potentially.

Oath of Wrath

Class

Type changed to Feat from Spell

Removed targeting items

Spell School set to General


Protection Domain, Divine ProtectionDomainChanged to Feat category and General spell schoolRemoves it from the creature abilities list in the toolset, but that's not a bad thing (should have the feat instead)
Strength Domain, Divine StrengthDomain

Changed to Feat category and General spell school

Removes it from the creature abilities list in the toolset, but that's not a bad thing (should have the feat instead)
Trickery Domain, Divine TrickeryDomain

Changed to Feat category and General spell school

Removes it from the creature abilities list in the toolset, but that's not a bad thing (should have the feat instead)
War Domain, Battle MasteryDomain

Changed to Feat category and General spell school

Removes it from the creature abilities list in the toolset, but that's not a bad thing (should have the feat instead)

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